Flagging

With Update 17 it is no longer necessary to turn in relics or kill the dragons in the Gianthold Tor.

You are flagged if you are on: The Reaver's Fate (Enter: Stormreaver's Inner Sanctum, journal section: Gianthold). Reflagging is never required.

Spoiler Warning: Information below this point can be considered spoiler material!

Objectives

Disable the Stormreaver's ancient doomsday device

What to Expect

Traps (fixed, undisarmable)

Spawning/respawning monsters

Puzzle (mandatory: Mastermind puzzle)

Timed quest (20 minutes, the timer doesn't start until a party member approaches the Stormreaver)

Quest failure (if the Stormreaver dies before all the ceiling skulls are spinning or if the Mastermind puzzle is not solved before the time runs out)

Known Traps

Spikes on the way to resurrection/blue barrier switch

Tips and Misc

Staying out of the center of the room while fighting is advised to avoid being thrown up into the ceiling spikes when the Stormreaver uses his anti-gravity effect.

The blue barrier which appears just within the entrance after initiating the quest will cast an AOE spell point drain (Have seen ticks ranging from 163-276 Spell Points (normal) 483-1083 Spell Points (elite) every 4 seconds (on normal)) to characters standing too close to it.

Do not kill the Stormreaver until all the spinning skulls ("orbs") are lit and the switch for the western puzzle area blue barrier has been pulled. The Stormreaver gives out a spell called "Fly" for the purpose of pulling a switch (located in a spike-lined tunnel in the ceiling, to the West) after all the orbs are lit. The resurrection switch is also found through the spiked tunnel and to the east. It is usually good for someone to hit both switches (although the fly spell may not last this long, just in case someone dies they can rejoin the fight and help once again.

Arcanes, Do not use dimension door in the quest. It will take you to the start, behind a blue barrier which will keep you from being able to get the end-reward chests.

For the puzzle part, it is a straight implementation of "Master Mind" game (Wikipedia article). With a small adjustment with numbers instead of colors to help with colorblind people. Although using solver programs is very popular among players, it is not too difficult to learn the mathematical basics of the game. Try these links if you are interested.

History

Loot

Chests: 4

4 at the end, The Gold one contains the unique raid loot.

A bug with stacking Loot Bonuses may result in an empty chest. Scheduled for a fix in U18 DDO Forums

NPC rewards: Standard, choose from 7. Up to level 12 items. On 20th run of this raid you can select from 8 raid items (see Raid loot mechanic for details). Tomes infrequently appear on the 20th, Seals do not.

Cloudburst - +5 Greatsword+5 Greatsword: (2d6+5 19-20/x2): The largest of the swords, this weapon can only be used with two hands. - Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. The weapon deals an extra 1 to 6 electric damage each hit. In addition, critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., CloudburstCloudburst: Every hit from this weapon has a chance to trigger a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.

Upgrade: Adds Lightning StrikeLightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.

Upgrade: Adds Force BurstForce Burst: This weapon is humming with magical force. The weapon deals an extra 1 to 6 force damage each hit. In addition, critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.

Upgrade: Adds Bone BreakingBone Breaking: Critical hits by this weapon deal an extra 1 to 6 points of Dexterity damage by shattering the bones of its target. and SpikesSpikes: The sharp spikes on this item deal an additional 1 to 6 piercing damage when used to strike an enemy.

Treason - +5 Shortsword+5 Shortsword: (1d6+5 19-20/x2): The smallest of the swords, light enough to be used as an offhand weapon but too large to be considered a dagger., Expanded Threat Range: 18-20 - DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Sneak Attack Bonus +3Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., TreasonTreason: This item reduces the threat generated by melee damage by 20%., Armor-Piercing - 10%Armor-Piercing - 10%: If the target of this weapon has Fortification, it will be treated as if having 10% less Fortification than it actually possesses., uses Dex mod or Str mod for Attack and Damage, whichever is highest.